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Games Discussion / Re: Exanima
« Last post by Asid on Today at 12:23:26 AM »
Coffee Diary - May 2024
Mon, 6 May 2024



PHYSICS 2.0

We recently re-wrote a lot of our physics engine and optimised it for 64 bit, in the process we also made big improvements to collisions and some complex interactions. This has been in testing for a while now, and of course everything physics came under a lot of careful scrutiny, every little flaw exposed. Originally we designed our physics engine to tackle specific difficult problems, and we accepted that this came with some limitations and compromises. We should know by now that just won't do.

The level of physics simulation in our characters and combat isn't easy to do, we've improved it a lot over time, but of course it can always be better. We also have a dedicated portion of our playerbase that engages in "grappling", using weapons and shields to trip and throw opponents, pushing the limits of what the simulation can handle.

The collision improvements are big and definitely help, but there's a lot more to it. A quite evident flaw is things separating from each other. This is most obvious when a weapon separates from hands during difficult collisions because it's got nowhere to go. With collisions becoming more solid, this problem became more obvious, and when a weapon is used as a lever to throw an opponent, but it separates from the hands, then the opponent can slip between the weapon and the hands, or the weapon between the opponent's joints and body parts.

Another difficult problem is static friction. This is basically the increased friction between surfaces that are not moving relative to each other, and prevents any movement at all. In many situations correctly eliminating all movement and slow drift or jitter is very difficult and leads to all sort of problems. We had already improved friction, but while this addressed some important cases, others were still not very good, and objects slowly drifting when active remained a problem.

A related issue, but also a separate problem, is vertical stacking. Creating something like a pile of books or plates is a good example of this, which wasn't really possible and particularly erratic when disparate masses are involved.



This being a real time sim, we could improve all these issues with just increasing the simulation rate, but it would be very expensive and only an incremental improvement. With the recent upgrades and optimisations, we felt we had the foundations here to make some dramatic changes to how our physics engine works, to address all these issues and generally take our physics to another level. We considered these things already long ago, but it seemed too difficult and expensive, especially with our character physics, and we couldn't see how to do it without losing our engine's "special sauce". With these new foundations and uncompromising attitude we made a new effort and had a breakthrough.

This is a fundamental transformative change to our physics engine. We dramatically improved on all our problem areas. Collisions are even better still, the separating parts problem basically eliminated, friction and stacking vastly improved. We basically went from our physics engine being quite good at specific things to being much better at those and good at everything else too.

Great! But we weren't done yet. With everything being more "solid", the next link in the chain took all the stress and suffered. A character's joints and muscles, when placed under extreme stress, could overextend and dislocate. This was an existing problem, but exacerbated and highlighted by these changes. We also have a problem with weapons being light and nimble in the hands, but artificially heavier in the world, to make impacts feel stronger. This disparity in masses obviously causes some problems, and exerts even more stress on the joints.

To deal with this problem we made new tools that allow us to interactively modify and test joint and muscle configurations on characters. With these tools we were quickly able to improve muscle structure and overcome these issues too, while making characters feel much stronger and more controlled.

All these changes have dramatically improved the feel of combat, it feels tighter, more precise, more real. All hits and exchanges are extremely solid, footwork is more quick and precise and it can all take some serious abuse and still function correctly. It's not just combat that's improved, all physics interactions are much more robust and realistic, making the whole experience better, allowing us to do more with environment design and generally making our lives easier as developers.

We have made a few specific changes on the back of this, mainly to combat mechanics, and we also improved things like object interaction. We're still tweaking things, with so many core changes there need to be some adjustments, but we've set a great baseline already and this is a process that continues as we observe things and receive feedback. This better physics foundation is obviously huge in importance and scope for this game, and supports key mechanical improvements and future additions to combat, and everything else.

SOME GRAPHICS AND CONTENT STUFF TOO

As much as we've done on physics, we have been working on a few other things besides. We've been making more updates to the game's content and we've been improving and adding graphics features to support new content. We've made some general improvements to lighting and post-processing, which particularly benefit outdoor environments, but also make everything a bit brighter and clearer without compromising the mood and darkness.

There's been a bit more in the works here in terms of graphical features and content to support the next major area to be added, which is a bit different from what you've seen so far, but we're not quite ready to show those things just yet.

LIVE ON TEST BRANCH (SAVE WARNING)

This and everything we've discussed in recent diaries is live on the test branch and has already received a few hotfixes. We're still tuning things and ironing out a couple of kinks, but overall things are stable and in good shape and feedback so far has been very positive. You can find changelogs, more information and a place to give feedback on our discord: https://discord.com/invite/Z5aV2bF

Be warned that existing story saves will not work correctly due to the extensive changes to terrain and level assets. Once the update goes live on the main branch, there will be a full save wipe, so any progress you make in the story now will be reset. To access the test branch you need the password: BMXATestB915

Best,

Bare Mettle

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Games Discussion / Re: Exanima
« Last post by Asid on Yesterday at 11:22:00 PM »
Coffee Diary - April 2024
Mon, 1 April 2024



We've been testing the many changes to the game and our engine with insiders this past month, which especially considering the extent of the changes to engine code, has gone very smoothly. It all seems very stable and we didn't really run into serious issues, though some proved tricky to fix. Insiders are always very thorough and meticulous, uncovering minute flaws and obscure little problems. We've done a few patches already, with many fixes and improvements to things both new and old.

We do still want to try to make a couple of improvements and additions for the full update, but things are in a pretty good place already so we're thinking to update the public test branch within the next few days to get things tested by more players and on more hardware. This basically includes physics engine improvements, some cloth physics, 64 bit, updated terrain system and assets, golems area graphical overhaul, a big expansion of the catacombs and a few other bits and bobs.

The physics are working better than ever, with more improvements we made during testing, and the performance increase is big, giving us a lot of headroom for more upgrades, new features and richer content. We are currently looking into some very interesting further core improvements we might be able to make, but it's a bit uncertain still and we are trying to move on to other things. There have also been general performance improvements, and better loading times too.

One of the features we're actively working on is the late game "save system", which is something that ties into the content and the player needs to discover and interact with, and comes with a few other additions. To support this we need new interaction mechanics, which we're implementing through a "placement zone system" which will support many things, like socketing items into elements of the environment, snapping objects into logical positions (e.g. torch in a holder, bar across a door) and just triggering all sorts of events when a particular thing or type of thing enters or is placed in a specific location. This opens up a bunch of new gameplay elements and interactivity. The concept is fairly simple, but the physics and persistence of the game do introduce a few complications, and we're going for a very versatile system, with core features that can be useful for other things too.

We did the thing again, where we invested in big core technologies and features for the future of the game, but we're wrapping this up now and moving on to gameplay systems and content additions. A lot of what we did here will be invaluable for some future content, and we like to tackle the most difficult problems first. The role system will be our next major focus, but we have a long list of features and additions to suit everyone's taste.

Best,

Bare Mettle

3
Games Discussion / Re: Regiments : Tactical Cold War RTS set in Germany 1989
« Last post by Asid on May 05, 2024, 11:22:01 PM »
Update 1.1.05
Sat, 4 May 2024



Mainly fixes for issues that were found since last update

* Fixed issues with advancing to next Stage in the Regiment Management screen
* Fixed Regiment TacAid upgrade level always cutting down TacAid delay to 50%; now correctly scales with the upgrade level
* Fixed unit damage shader
* (Probably) Fixed helicopter wreck pieces sometimes staying in the air

* Added unit damage to aircraft
* Adjusted aircraft and helo death effects
* Feature preview - added slogans to M1A1 gun tubes

* Adjusted PIVADS - shorter range, but more accurate
* Small attack helicopters get better vision range
* Added ACAV platoon type, assigned to tank recon platoons

* Switched infantry squad names to national names
* 2-42/6-63 TF names swapped to match unit types
* Switched most WG Pionere platoons to Fuchs
* Removed BMP-1P from Polish regiments
* Added Polish PT-76 with correct model
* Fixed combat 6xPT-76 platoon using recon stats
* Added FN FNC to Belgian infantry

* Added a fading effects to units and aircraft during spawn/despawn
* Added more informative unit names to game log

* Minor optimizations
* Switched to a saner version numbering scheme, finally
 
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Games Discussion / Re: Field of Glory: Kingdoms
« Last post by Asid on May 04, 2024, 05:07:14 PM »
Field of Glory Kingdoms: is coming on June 4th
Fri, May 3, 2024



Dev Diary: Decisions and thinking outside the box


Kingdoms offers a vast arsenal of options to alter the course of the game, beyond the more traditional gameplay of developing one's kingdom, recruiting units, and engaging in battles. These are, of course, the regional decisions, which veterans of the previous game, Empires, are familiar with, but which have been greatly expanded in Kingdoms. Indeed, we have four times as many as in the previous game. For newcomers, who we hope will be numerous, regional decisions are somewhat like playing cards that create exceptions to the rules or unexpected events (for your opponents). A large part is more peaceful, such as those that allow strengthening a border, ennobling freemen, or prospecting for natural resources.

We have also made a special effort to ensure that decisions producing an advantage can be used both by you and for the benefit of a close ally, which in the context of a multiplayer game allows for increased interactions between participants. For example, a decision that allows destroying a bandit lair can be played in an ally's territory to help them, and the same goes for combating the plague. It goes even further as some personal decisions can be played on one of your armies in an ally's territory, such as recruiting local troops. Send one of your generals to a distant allied region, if you know the troops will be useful, and thus recruit 'exotic' units, such as camel riders or forest runners.



Decisions are used, as we have said, for game rules that cannot be used systematically or by everyone, and thus launching a crusade, a jihad, or excommunicating a nation is managed by the decisions. These decisions are obviously not granted to just anyone, as their consequences are significant. For example, to receive the decision to launch a crusade, you must be among the most pious nations among the Christians, while the Jihad is only granted to the nation that is 'First Muslim'. More modestly, many decisions are more or less rare depending on your nation or the profile of your nation. For instance, the Seljuq Turks will receive a more generous 'Instill Revolt' decision grant than the norm, with an additional bonus each time they declare war on the Byzantine, this being part of their 'Dissent Sower' trait, while the French, through their 'Royal Domain' trait, will receive a decision more often to absorb a friendly vassal. As you see, playing and receiving decisions is rather organic, as it is based on the in-game situation.



When it comes time to play a decision, do not think that there is only one possible outcome and that the probability of success depends on a simple die roll. This may not be readily apparent when you discover the game, but a large number of decisions evaluate their success probability based on the relative skills of the involved sovereigns, as well as other factors, and this can be quite involved in the end. For example, assassinating a sovereign is a decision that you can play on a foreign sovereign, of course, but also against yours (if you find them really too incompetent). In the first case, the skills of each sovereign, the presence of bodyguards, the authority of the sovereign, the possibility of a spy network, and even the relative treasury of the two nations will play a role (in this case, it is assumed that a wealthy nation can more easily bribe less honest guards).



As for the outcome, you will initially only see the tip of the iceberg, but with a bit of practice in the game, you will appreciate the finesse and variation in the results. To take our example of the assassination again, besides the death or survival of the targeted king, there may be revelations about who commissioned the operation, or not. Perhaps a false lead will be given, maybe the king will only be wounded and weakened. And this philosophy has been repeated for many decisions (even if not all are as detailed), thus the mercenaries recruited depend on your nation and the era, and a trial for witchcraft will also depend on the piety of the victim, their wealth, and their influence.

As you see, the system of regional decisions is extremely rich and allows for great variations in the game. Rest assured, however, that in more than a year of testing, our testers have never told us that it overturned the table too much or added too much chaos to the games. But it does add soul to the games, at least, and just enough to diversify the game even more.

5
Games Discussion / Re: Starship Troopers - Terran Command
« Last post by Asid on May 03, 2024, 05:48:24 AM »
More rockets and giant scorpions
Thu, 2 May 2024



Greetings, troopers,

Welcome back to our development update! If you haven't heard yet, Closed Beta signups are now open! And that's not all; we're thrilled to unveil some new units and improvements to our editor tools. Let's take a closer look at what's new.

JOIN THE BETA HERE: https://www.slitherine.com/beta/starship-troopers-terran-command-urban-onslaught

Ravager

Our Federal Intelligence has unearthed a menacing evolution of the Scorpion Bug, now known as the Ravager. This formidable foe is larger and more lethal than its predecessor, capable of launching explosive projectiles that inflict significant area damage. Armored units should exercise extreme caution; when critically damaged, the Ravager sheds its tail and shifts to a melee combat mode, wielding its massive pincers that can easily penetrate armor.




Rocket defense: M23 Cloudburster

To counter the new Arachnid threats, Federation research has developed the M23 Cloudburster. This versatile machine is armed with a missile launcher system and features two operational modes to maximize combat efficiency: stationary for defensive tactics and mobile for dynamic strikes. It is specifically designed to tackle swarms and execute precise long-range attacks against formidable adversaries like the Ravager and the monstrous new Tanker mutation (featured in a future post).




Fleet Liaison update

We've upgraded the default attack capabilities of the fleet liaison unit. They now call in precision air strikes on designated targets, significantly extending their engagement range and enhancing their role in providing crucial air support. They are now a very effective counter against Scorpions.




Streamlined editing tools

All the scenarios in the game are crafted using our custom in-game editor (which is fully integrated and accessible within the game itself!). For this DLC, we're embracing a new level of verticality, incorporating a broad array of assets to construct towering buildings and skyscrapers. We have made improvements to the editor’s selection tools, making it more intuitive to select, modify, and fine-tune elevations and prop variations.




As of this week, we've opened sign-ups for Closed Beta testing of the Urban Onslaught DLC. This is your chance to experience the new content firsthand and influence its development.
Sign up for the closed beta here. https://www.slitherine.com/beta/starship-troopers-terran-command-urban-onslaught


Do your part and remember to wishlist the DLC now! Keep an eye out for further updates!

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Games Discussion / Re: Starship Troopers - Terran Command
« Last post by Asid on May 03, 2024, 05:44:05 AM »
Sneak Peek: Urban Onslaught DLC
Thu, 18 April 2024



Attention, troopers, listen up!


Our team is hard at work crafting new missions, props, and units for the upcoming Urban Onslaught DLC. The initial missions are nearing a stage where we can start closed alpha testing. As we continue our efforts, we'd like to offer you a sneak peek at the new environments featured in the DLC, along with some visual improvements we are implementing.

New environments

The upcoming “Urban Onslaught” DLC will introduce a range of exciting new environments. Set in a metropolis overrun by Arachnids, players can expect to explore various locations within the urban landscape. You will fight your way through towering skyscrapers, rooftops, construction sites, sewers, shopping streets, underground parking garages and more. Get set to defend the city and protect its civilians from the advancing Arachnid threat!




Dropship visual refinements

Refinements have been made to the visual presentation of dropships. Each dropship now has improved landing and take off animations with a more natural flight path. Furthermore, a new drop pod has been added to facilitate the deployment of larger units like the M11 Marauder or the upcoming Hover Autocannon unit. Larger squads, such as the Mobile Infantry, continue to be transported by the classic DR4-Viking, while smaller squads utilize the efficient DR8-Skyhook for deployment.




Turret pitching

Among the improvements implemented in both the base game and DLC, turrets now have the ability to pitch up and down. It's a subtle change to the turret visuals that adds character and is used by several of the new units coming in the DLC. For example, the Hover Autocannon featured in the video below has a central turret platform designed to engage airborne threats effectively. A new set of defensive turrets will also be available in the DLC, which will be explored in an upcoming post.




Underground radio stations

In this DLC, we're emphasizing expansive open maps, providing players with greater autonomy in choosing their own units. Given that several missions occur underground, we've introduced the ability to purchase units via underground radio stations. Moreover, players can now call in reinforcements from these stations, mirroring the mechanics of above ground scenarios.




We are starting closed alpha testing in the next few weeks. If you'd like to participate in alpha testing the new missions alongside developers in a live stream, you can sign up here: https://www.slitherine.com/beta/starship-troopers-terran-command-urban-onslaught
Keep an eye out for further updates!

7
Tacview / Tacview 1.9.4 beta 2 is available Now
« Last post by Asid on May 02, 2024, 12:01:28 AM »


Tacview 1.9.4 beta 2 is available Now

Download: HERE

•   Release Date: Mon, 29 April, 2024
•   Operating System: Windows® 32-bit / 64-bit
•   File Size: 778.2 MB

Release notes

FEATURES & CHANGES

•   ADDED Option to display the event that triggered the playback pause in the 3D view
•   ADDED Support of PilotEyeGaze* properties for professional simulators
•   IMPROVED CSV files support
•   IMPROVED Mach speed handling over 80km of altitude
•   IMPROVED GPX tracks without altitude can now be imported (at 0 ASL)
•   IMPROVED Eastern Mediterranean Front theater v3.2.1 for Falcon BMS 4.37.3
•   IMPROVED DCS World Channel, South Atlantic, Normandy and Syria terrain and runways

FIXES

•   FIXED Charts with distances on horizontal axis were not working anymore (regression)
•   FIXED RecordingTime property was improperly set during the import of some files
•   FIXED scale of Hawker Hurricane


Restrictions

To run a beta version, you need a product key. Feel free to have a look at the features comparison to know which edition is the best for you if you are interested in buying Tacview.

Please note that even if we are doing our best to produce a high quality product, beta versions usually contains known and unknown bugs, may crash, or have some features disabled because of work in progress. This is why, it is suggested to download and install beta versions alongside the latest official release (not over it). That way, in case of problem, you can simple launch the latest stable version to continue your work...



8
Games Discussion / Re: Modern Naval Warfare
« Last post by Asid on May 01, 2024, 12:03:53 AM »
Modern Naval Warfare - Navy Log Book #4 - The Development Process
Tue, 30 April 2024




Ahoy there! In the last month's Navy logbook, we explored the personal side of our developer team, answering questions and offering introductions to our vibrant community. In this months logbook, it's all about diving into the depths of Modern Naval Warfare’s development and showcasing a few of our latest efforts.

The team, though small, packs a mighty punch. They are now like a well-oiled machine, constantly sprinting forward in the development of Modern Naval Warfare.

Starting off, we figured it would be nice to show off some of the modeling work being done. Our artists have been hard at work designing ships and we have some pretty nice renders to show you today.

This model is currently a work in progress and may not represent the finished product



Besides these beautiful new ship models, we also figured you would like to hear about the actual in-game process of firing shipboard weapons. In Modern Naval Warfare this launch is not just a simple "press button - missile fires", but a very involved process with multiple in-game factors occurring.

Let us consider a scenario where you are tasked to launch a BGM-109D Tomahawk missile. You receive the mission order and all the plans via satellite communication. Following the directives, you position the submarine 200 miles east of the Paracel Islands.

Moving to the Fire Control station, you select the missile in the vertical launch tube, start the fire sequence and patiently wait for all the lights to turn green before pressing the launch button.



Excitedly, you rush to the periscope to witness the missile emerge from the surface. Within seconds, the booster falls away, and the missile vanishes into the hazy morning, commencing its journey to the target.

But hold on a moment! While this 20-second event may seem straightforward, it's the culmination of months of rigorous research, coding, testing, and meticulous 3D and VFX work.

Let’s start. The AGM-109D Block III (TLAM-D) used for this mission was meticulously crafted and textured by our dedicated 3D team. The stunning engine exhaust and contrail plume were skillfully created by our VFX experts.

The development of the flight model involved a lot of research on missile flight and control, a long and meticulous debugging process (often accompanied with a lot of laughing) to accurately account for the aerodynamics and physics laws governing the missile's trajectory including considerations for weight, thrust, drag, fluid dynamic and more.

To ensure the missile stays on course between waypoints an Inertial Navigation System (INS), Terrain Contour Matching (TERCOM), and DSMAC (Digital Scene-Matching Area Correlation) models were also developed. Yes, in contested environments with GPS jamming, the missile will use the DSMAC to realign the navigation system.

Finally, upon reaching the point of impact, a complex process activates the warhead following the mission orders inputs (axis of delivery, altitude, ….). The missile's terminal attack mode, whether it's a pop-up maneuver, a sub-munition dispersal or a direct attack mode, dictates the outcome. This could mean a powerful detonation for a single strike or, in the case of dispersing BLU-97s, a series of smaller explosions. Each explosion is meticulously designed and executed by our skilled VFX team, adding a touch of realism and intensity to the simulation. As always, we all love big Boom!.

I know you're eagerly anticipating some videos and more screens, so let your wishes be granted!

NOTE: All media presented are works in progress and don’t necessarily represent the final product.

Here's a sample of the works of the 3D and texturing artist




Video of the simulator flight model (work with aircraft, missiles, ….), at the end, a little blooper. It happens when some flight parameters inputs are incorrect.




Videos of the VFX artist. Since he got an Oscar, he got to have TWO videos (but only this time!)

Underwater Explosions




Atmospheric Explosions




As you've witnessed in this logbook, the effectiveness and dedication of our development team are paving the way to deliver the most realistic consumer simulator of Modern Naval Warfare to date.

While I hope your craving for simulator development insights has been partially satisfied, I understand you're hungry for more, but that's all for today!

So, stay tuned for another exciting update next month!


9
Games Discussion / Re: Headquarters: World War II
« Last post by Asid on May 01, 2024, 12:03:46 AM »
Headquarters: World War II: Update 1.00.03 is out Now
Tue, 30 April 2024



Hello everyone!

We keep working to process all of your feedback and ideas and use this information to plan our future updates accordingly. For the first few updates our main focus remains on the key issues, but we plan to have much more quality-of-life improvements later down the road.


Here are the key changes in the 1.00.03 update:

Fixed one of the most common crashes that could also be one of the main reasons for LIVE games crashing at some point.
Fixed AI behavior being sometimes affected by the wreckages of destroyed units. (Now it no longer prevents AI from attacking in some situations.)
Improved support for 4K monitors (disabled option that caused the image to look sharpened on High-Resolution monitors and caused flickering of image when the camera moved if Motion Blur was on)
Improved Chinese localization
Fixed glitch with unit camouflage in multiplayer
Fixed HQ skills (Eg. Dive bomber) showing incorrect damage value. (You would hit for 4 damage, but see 1 Damage displayed etc.)
Fixed the issue where the player could not deselect the HQ skill with a left mouse click if the mouse cursor is outside of the playable map area.
Fixed crash that happened during unit renaming, if you enter (/\*_-=+<>,.&^|`~) symbols and press the Esc button.
Fixed unit customization - the “Apply to all” button not working correctly in Multiplayer for all players.
Fixed player coloring on units not being displayed in the unit preview.
Fixed building destruction sounds not working for Random generated and Editor maps.
Fixed Fog of War not updating when the unit is unloaded from a Transport vehicle.
Improved support
Fixed glitch when selecting several save files and empty slot remaining selected.
Fixed glitch where minimap would be replaced by a placeholder during post-game review.
Fixed glitch with extra placeholder ability being displayed in the unit info on the 8th USA map.
Various UI fixes
Various localization fixes

Adjusted some limitations and default values for the Skirmish and Multiplayer settings:
1) Default Victory Points number increased - 40 -> 50 victory points
2) Maximum Victory Points value increased - 100 -> 200 victory points
3) Default turns limit increased - 10 -> 25 turns
4) Default turn timer increased - 30 -> 120 sec
5) Default starting prestige increased - 1000 -> 2500
6) Minimum starting prestige limit reduced - 1000 -> 500
7) Maximum starting prestige limit increased - 5000 -> 30000
8) Maximum Bias value increased - 120% -> 160%*

*Note that the Bias settings are not functional at the moment and we will address that in the next update.


Fixed the Esc button not closing the Credits screen.
Fixed windbreak (tree line) being displayed in Editor incorrectly.
Added company logos to the Main menu.

In this update, we fixed an issue that prevented AI from moving around the map in some situations. We are still checking how AI behaves after all the fixes - and so far we have not seen it sit idly by during our tests (but got a report from the beta branch player on Discord). So, if you run into any game where AI is still not moving actively around the map - please let us know, as we are still gathering data and trying to pinpoint the potential issues.

We have a lot of important fixes and improvements coming up, so stay tuned for future updates. Right now, the plan is to keep delivering weekly updates until everyone is fully happy with the technical state of the game, and then focus on larger but less frequent updates.

Please, keep sharing your thoughts on Discord, Steam community, and Slitherine forms.

See you soon!

10
Games Discussion / Re: Rule the Waves III
« Last post by Asid on April 30, 2024, 12:27:45 AM »
Rule the Waves 3 History Series Episode 4 - The Second World War: 1939-1945
Mon, 29 April 2024



Rule the Waves 3 Episode 4 is out now. The Second World War saw the carrier usurp the battleship as the king of battle, radar allowed ships to detect targets beyond visual range, and the first use of remotely guided weapons. It began with biplanes and ended with jet aircraft. Find out some of the key naval warfare innovations of 1939-1945




Special thanks to Drachinifel for lending his voice to this project.

This series will wrap up with Episode 5 later in May, next month.
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